Academic literature on the topic 'IPod (Digital music player)'

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Journal articles on the topic "IPod (Digital music player)"

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Finan, Donald S. "Get Hip to the Data Acquisition Scene: Principles of Digital Signal Recording." Perspectives on Speech Science and Orofacial Disorders 20, no. 1 (2010): 6–13. http://dx.doi.org/10.1044/ssod20.1.6.

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Use of the term “digital” has become ubiquitous. But what does it mean for a device to be “digital”? Computers process information by manipulating numbers (digits), and are therefore often referred to as digital systems. When the term “digital” is used to describe a device, the implication is that a computer is somehow involved. MP3 or iPod music players are digital devices, in that a computer was used to convert music to a numeric (digital) format so that it could be stored on a digital memory chip. This article will explore how computers capture real-world signals (such as acoustic speech signals), and why computer (digital) signal acquisition has advantages over older “analog” recording technologies. This article also will present information on potential error that can arise when converting analog signals to the digital domain.
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Mazziotti, Giuseppe. "Did Apple’s Refusal to License Proprietary Information enabling Interoperability with its iPod Music Player Constitute an Abuse under Article 82 of the EC Treaty?" World Competition 28, Issue 2 (2005): 253–75. http://dx.doi.org/10.54648/woco2005015.

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This article concerns the decision taken in November 2004 by the French Competition Authority on Apple’s refusal to license its digital rights management (DRM) technology to a competitor in the downstream market for music downloads. The analysis here finds that neither the indispensability test spelled out in the Magill/IMS doctrine nor the new, controversial test advocated by the Commission for compulsory licensing of interoperability information in the 2004 Microsoft decision was applicable to the leveraging by Apple of its proprietary DRM technology into the music downloads market. The article draws on this analysis of the case to show that property rights and trade secrets in respect of DRM technologies have the potential to establish a "bottleneck’’ between content providers and media player manufacturers in the near future. To avoid such a bottleneck, the conclusions of the article suggest that interoperability and competition may be structurally supported and pursued either by more permissive "reverse-engineering’’ exceptions in the field of DRM software protection or, more effectively, by the collective establishment of an open DRM standard. In the absence of these structural remedies, compulsory licensing of proprietary DRM technology should remain subject to the "exceptional circumstances’’ doctrine made famous in the Magill judgment.
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Brumby, Duncan P., Dario D. Salvucci, Walt Mankowski, and Andrew Howes. "A Cognitive Constraint Model of the Effects of Portable Music-Player Use on Driver Performance." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 51, no. 24 (2007): 1531–35. http://dx.doi.org/10.1177/154193120705102404.

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We describe an approach to modeling strategic variations in how people might select media content from an Apple iPod portable music player while driving. An experiment was conducted to determine the time required to select a target from a list using the scroll wheel on the iPod. It was found that a linear model accurately predicted the time to scroll through a list to a target. This model was then used in conjunction with a previously reported steering control model to derive a priori predictions for dual-task performance over the entire range of possible multitasking strategies. From this set of strategies, we then focused on identifying the fastest and the safest strategies for completing both a simple selection task and also a more complex selection task. It was found that the model predictions bracketed the observed human data from a recent study that investigated the effects of using an iPod while driving. Moreover, the analysis suggests that in order to compensate for the inherent risks of using devices that demand longer interaction episodes to complete a task, people might adjust their multitasking strategy by giving more time up to steering control while completing the secondary task.
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Bellieni, Carlo Valerio, David Cioncoloni, Sandra Mazzanti, et al. "Music Provided Through a Portable Media Player (iPod) Blunts Pain During Physical Therapy." Pain Management Nursing 14, no. 4 (2013): e151-e155. http://dx.doi.org/10.1016/j.pmn.2011.09.003.

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Maurya, Akash Kumar, Vandana, Abhishek Kumar, and Abhinav Kumar. "Music Player Box." International Journal for Research in Applied Science and Engineering Technology 11, no. 11 (2023): 2657–61. http://dx.doi.org/10.22214/ijraset.2023.57108.

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Abstract: In the realm of digital media, music players have emerged as indispensable tools for organizing, managing, and enjoying personal music collections. This project aims to develop a comprehensive music player application that caters to the diverse needs of modern music enthusiasts. The proposed application will encompass a wide range of functionalities, including seamless music playback, efficient music organization, and personalized user experience. The proposed music player application will be developed using a modern software development framework, ensuring crossplatform compatibility and adherence to industry best practices. The application's architecture will be designed to handle large music libraries efficiently and provide a responsive user experience. The primary objective of this project is to develop a comprehensive music player application that caters to the diverse needs of modern music enthusiasts. The application will provide users with a seamless and enjoyable experience for organizing, managing, and playing their personal music collections. It will encompass a wide range of functionalities. The development of a versatile and user-friendly music player application holds significant value in the realm of digital media. By providing seamless music playback, efficient music organization, and a personalized user experience, this application will empower users to enjoy their music collections to the fullest.
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Bokul, Dr Md Mozammel Hossain. "Music Consumption on Digital Platforms: A Study on Bangladeshi University Students." International Journal of Research and Innovation in Social Science VII, no. VII (2023): 90–105. http://dx.doi.org/10.47772/ijriss.2023.70707.

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Because of advancements in information technology and the emergence of various digital platforms, there have been significant changes in the way people consume music over the years. Gramophones, audio cassette players, CD and DVD players, and other analog devices that were popular in the past, have become nearly obsolete. The internet and, later, smartphones were the primary drivers of change in the late 1990s. Since the mid-2000s, social media platforms like Facebook and YouTube, as well as online audio stores and streaming platforms like Spotify, iTunes, Amazon Music, Pandora, and SoundCloud, have become the most popular ways for people to listen to music on their smartphones. The internet has a much larger selection of music than traditional sources such as vinyl records, audio cassettes, CD-DVDs, or iPods, which have limited song storage capacities. This study focuses on the growing popularity of online music consumption among Bangladeshi university students. Apart from that, the study sought to explore how university students enjoy music on digital platforms, the platforms they use, whether they use these platforms to consume, or share pirated music, and the devices they use to do so. The researcher interviewed students from various departments at Rajshahi University using a social survey method. According to the study, Rajshahi University students have given up traditional music consumption methods in favour of various digital platforms. In this university, Facebook, YouTube, and Spotify are the most popular platforms for both male and female young students to enjoy music. Music consumption via digital platforms has become an integral part of their daily lives. Students also use social media to share their favorite songs from digital platforms with their family and friends. According to the study, the majority of the students does not listen to music from pirated sources and prefer free sources over digital platforms.
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Georges, Alain. "Interactive digital music recorder and player." Journal of the Acoustical Society of America 121, no. 2 (2007): 690. http://dx.doi.org/10.1121/1.2640190.

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Kumar,, Raman. "Review Paper: Music Player Website." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem32529.

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In an age described by means of digital connectivity and the insatiable need for Music, the role of Music websites has turn out to be an increasing number of crucial. This article provides a top-level view of the improvement, design, technology and user experience of Music web sites and explores their important area in today's tune industry. It takes a historical angle and lines the course from the early days of on-line streaming services to the advanced platforms operating today. The dialogue delves into the intricacies of person interface design, specializing in factors such as navigation, playlists, and recommendation algorithms that beautify the person enjoy. Additionally, this article examines the era and explains the backend, backend, and analytics that support these structures. Understanding the complexities of track streaming requires cautious consideration of prison and ethical issues, together with copyright and artist compensation. Through information research and analysis, this text highlights tendencies and rising problems, providing insight into the future of the track website. Finally, this looks at highlights the important position music web sites play in permitting us to discover, consume and interact with song in the digital age. Keywords- Music player websites, Digital music consumption, Online streaming services, User interface design, Recommendation algorithms, Technology stack, Frontend frameworks, Backend languages, Copyright laws, Artist compensation
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Dai, Wei, and Kam Yu. "Contestability in the Digital Music Player Market." Journal of Industry, Competition and Trade 19, no. 2 (2018): 293–311. http://dx.doi.org/10.1007/s10842-018-0284-5.

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Sudhakar, M., Shamala Tejaswini, Marpaka Shivani Reddy, v. Vishal, and Gangula Bany Vishwas. "EMOTION BASED MUSIC PLAYER." YMER Digital 21, no. 05 (2022): 723–26. http://dx.doi.org/10.37896/ymer21.05/82.

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Recent Studies show that people respond to music, and this music and this music has a strong effect on human brain activity. The average urban human listens up to four hours of music every day. People listen to music based upon there mood and interests. This project focuses on creating an app to play users' songs based on their mood by capturing a facial expression. Computer visualization is an interdisciplinary field that helps to convey a high-level understanding of digital images or video to computers.. In this system, computer vision components are used to determine the user’s emotion by facial expression. When emotions are detected, the system plays a song of that emotion, saving a lot of user time by selecting and playing the songs themselves. Sentiment based music players also follow the details of the song and have genres like linear mode and random mode.
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Dissertations / Theses on the topic "IPod (Digital music player)"

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Lawson, Jesse. "The Compression and Expansion of Musical Experience in the Digital Age." ScholarWorks @ UVM, 2008. http://scholarworks.uvm.edu/graddis/133.

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As the record industry’s fortunes decline, consumers experience increasing access to the world’s recorded music, legally and otherwise, through digital technologies. At the same time, recordings not only take up less physical space (on hard drives and MP3 players), they are compressed — not just as data, but in terms of dynamic range. While it allows for constant audibility in noisy environments like cars and offices, dynamic range compression has frustrated many listeners for limiting the impact of the music and causing “ear fatigue.” These listeners long for access to the purity of the original recording before it was “squashed,” but the problem is that the original recording does not, in a sense, exist. Producers and mastering engineers assemble the tracks recorded and create a particular sonic product that can later be revisited and “remastered.” Ostensibly this process is meant to get closer to the original sound, but in reality it simply comprises a different manner of interpreting the existing recording. Theodor Adorno had written of surprisingly similar phenomena more than half a century ago in essays like “The Radio Symphony” and the notes collected in Towards a Theory of Musical Reproduction. Though infamous for his hostility toward popular music and its “infantile” listeners, Adorno’s writings on music contain much that is valuable for an understanding of how pop works in the digital age. Combined with a consideration of works on music and postmodernity by Fredric Jameson, Jacques Attali, François Lyotard and others, Adorno’s work helps one to consider how reification continues to work in an era where music is seemingly no longer a “thing.”
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Gumaste, Nitin S. "An experiment in portable escapism : storytelling and the iPod." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1345339.

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This study examines the possibility of creating original video-based content for the video-enabled iPod that was released in October 2005. Current trends show that existing content created for conventional media like television, cinema and computers are simply being ported over to this new medium. However, when this project began, none of the production studios are concentrating on creating content specifically for this medium, which has its own unique properties like portability, screen size and the ability to easily start and pause content as required. The purpose of this project is to prove that such medium-specific content can be created and made financially viable for the creators. Further, this hypothesis is put to the test by presenting it to a group of Ball State University students and their responses are examined in detail.<br>Department of Telecommunications
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Rinsema, Rebecca Marie. "Listening in Action: Students' Mobile Music Experiences in the Digital Age." Scholar Commons, 2012. http://scholarcommons.usf.edu/etd/4396.

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Since the introduction of the iPod in 2001, portable music listening devices that play or stream compressed music files have steadily become the standard devices used to listen to music. Despite this, few music education researchers have investigated the role that such devices have in shaping students' music listening experiences. This dissertation is meant to fill that gap in the literature and contribute to the existing sociological and psychological literature on music listening in everyday life. Phenomenology served as the theoretical framework for the design of the study. 10 college students from three institutions underwent iterative interviews and were asked questions developed from McCarthy and Wright's (2004) Deweyan method for investigating user experiences with technology. The questions fell into five categories: sensual, emotional, compositional, spatio-temporal, and the sense-maker. The participants' responses were digitally recorded, transcribed, and analyzed using grounded theory methods. The following four axial codes emerged from the data and were used to divide the dissertation into chapters: "Embodying the Experience," "Organizing the Experience," "Navigating Real and Virtual Spaces," and "Developing the Self." The main finding articulated in the chapter entitled "Embodying the Experience" is that the participants located the music in their heads while listening to music on their devices using headphones or earbuds. In contrast, participants consistently reported that, when listening to music through open-air speakers, they experienced the music as being located everywhere or in their whole bodies. The main finding in the chapter entitled, "Organizing the Experience," is that participants exercised agency in their music listening experience by creating playlists. Typically, playlists were created by the participants to be used in conjunction with other activities such as exercising, studying, commuting, and so forth. I used these findings to develop the concept of "Integration in Consciousness" which models the participants' simultaneous engagement with the music and other activities. In the chapter entitled "Navigating Real and Virtual Spaces," I explore how the participants simultaneously navigated the spatial aspects of the music listened to on their players and the spatial aspects of the physical spaces within which their activities naturally occurred. In doing so, I provide an example of how the participants experienced music and activities as "Integrated in Consciousness." In chapter seven, "Developing the Self," I explore how the participants' uses of their devices reflect their development as adolescents. In addition, I propose that participants' uses of their devices may be constitutive of their adolescent development. Finally, in chapter eight, I explore the ways in which music teachers can utilize the findings of this study in the development of their own classroom pedagogies. Among other things, I propose that music teachers can use the "Integration in Consciousness" model to help their students communicate about their music listening experiences in the classroom. In the use of this model, music teachers can tailor their pedagogies specifically for the technology rich, "post-performance" world within which they teach.
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Kim, Jeong Ah. "Study on developing a potential way-finding map design of an iPhone & iPod web application for Rochester Institute of Technology (RIT) Library /." Online version of thesis, 2010. http://hdl.handle.net/1850/11752.

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Bolt, Jeffrey M. "iPod, You-pod, We All Pod For Stress Relief:An Investigation of Mood-Management Through Digital Portable Music Players." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1459350298.

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Williams, Marilyn Anne 1961. "Examining the efficacy of using iPod Touches to deliver reading comprehension strategy instruction and to provide electronic text support on the reading comprehension performance of sixth-grade students." Thesis, University of Oregon, 2010. http://hdl.handle.net/1794/10997.

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xvi, 120 p. : ill. (some col.) A print copy of this thesis is available through the UO Libraries. Search the library catalog for the location and call number.<br>Instructional use of the iPod Touch is increasing as evidenced by anecdotal reports of its efficacy as a learning tool. However, research documenting the impact of this technology has been limited. This study was based on the following research questions: (a) Does providing explicit reading comprehension strategy instruction using an iPod Touch increase students' reading comprehension outcomes based on standardized reading tests and multiple-choice probe measures when compared to a No Support comparison group? (b) Does providing different types of electronic text support increase students' reading comprehension outcomes, and if so, which type of support is most effective? (c) Does providing different levels of electronic text support influence students' attitudes toward the use of comprehension strategies as well as using an iPod Touch for this task? Participants included 155 sixth-grade students at a public middle school. Students were randomly assigned to one of three intervention groups; (a) Notational Only support (a note-taking sheet), (b) Notational + Instructional support (embedded prompts), and (c) Notational + Instructional + Translational support (audio version of the text and prompts) and received reading comprehension strategy instruction and text support using an iPod Touch. An intact No Support ( N = 61) group that did not receive instruction or text support but read the texts using an iPod Touch was used as a quasi-experimental comparison group. Two standardized reading comprehension measures were employed at pretest and posttest as well as researcher developed probe measures that were used throughout the study. An ANOVA analysis determined that no statistically significant differences existed between the groups at pretest. An ANCOVA with pretest scores as a covariate found no statistically significant differences between groups on the standardized reading comprehension measures. Because of a high level of variation among the probe measure data, including significant missing data, these results were not analyzed statistically and were reported descriptively. Students responded positively to survey questions about using the iPod Touch for summarization strategy instruction and the text supports.<br>Committee in Charge: Dr. Edward J. Kame'enui, Chair; Dr. Kathleen Scalise; Dr. Louis Moses; Dr. Lynne Anderson-Inman
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Baker, Rebecca Dawn. "Comparing the Readability of Text Displays on Paper, E-Book Readers, and Small Screen Devices." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc28390/.

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Science fiction has long promised the digitalization of books. Characters in films and television routinely check their palm-sized (or smaller) electronic displays for fast-scrolling information. However, this very technology, increasingly prevalent in today's world, has not been embraced universally. While the convenience of pocket-sized information pieces has the techno-savvy entranced, the general public still greets the advent of the e-book with a curious reluctance. This lack of enthusiasm seems strange in the face of the many advantages offered by the new medium - vastly superior storage capacity, searchability, portability, lower cost, and instantaneous access. This dissertation addresses the need for research examining the reading comprehension and the role emotional response plays in the perceived performance on e-document formats as compared to traditional paper format. This study compares the relative reading comprehension on three formats (Kindle, iTouch, and paper) and examines the relationship of subject's emotional response and relative technology exposure as factors that affect how the subject perceives they have performed on those formats. This study demonstrates that, for basic reading comprehension, the medium does not matter. Furthermore, it shows that, the more uncomfortable a person is with technology and expertise in the requested task (in this case, reading), the more they cling to the belief that they will do better on traditional (paper) media - regardless of how well they actually do.
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Crigler, Walter Douglas. "iMusic/myMusic: The Apple iPod(c), circuits of digital music distribution, and technics of the self." Connect to online resource, 2008. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1460197.

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Miraldi, Peter Nello. "Influence of College Students’ MP3-Player Motives on Their Social Interaction." Kent State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=kent1289513209.

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Burton, Justin Daniel. "iPod people experiencing music with new music technology /." 2009. http://hdl.rutgers.edu/1782.2/rucore10001600001.ETD.000051181.

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Books on the topic "IPod (Digital music player)"

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Miser, Brad. My iPod touch. 4th ed. Que, 2013.

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Silver, Troy. 40 iPod techniques. Youngjin, 2006.

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Notomi, Yasukuni. iPod fan book: Go everywhere with iPod. O'Reilly, 2004.

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McElhearn, Kirk. iPod & iTunes garage. Prentice Hall Professional Technical Reference, 2005.

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McElhearn, Kirk. IPod & iTunes garage. Prentice Hall Professional Technical Reference, 2005.

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Biersdorfer, J. D. iPod: The missing manual. 6th ed. O'Reilly, 2008.

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Kaisha, Asupekuto Kabushiki, ed. iPod muteki no torisetsu. Asupekuto, 2005.

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Miser, Brad. My iPod touch. 2nd ed. Que Pub., 2011.

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Biersdorfer, J. D. iPod: The missing manual. 9th ed. O'Reilly Media, 2011.

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Biersdorfer, J. D. iPod: The missing manual. O'Reilly, 2012.

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Book chapters on the topic "IPod (Digital music player)"

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O’Regan, Gerard. "MP3 Player and Digital Music." In The Innovation in Computing Companion. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-02619-6_41.

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Nickel, Vadim. "Generative Atmospheres." In Mental Health | Atmospheres | Video Games. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-015.

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Playing computer games is an active pastime: players are presented with a dynamic game scenario that requires various inputs in order to engage with its core game loop. To do so, the player must constantly pay attention to the game while performing actions to propel gameplay. However, some games can be experienced over multiple levels of engagement. Such games feature levels of engagement that may not require the constant provision of input to offer a meaningful experience. In these games, atmosphere reveals itself as the underlying structure, intricate enough to be experienced in its own right. Ambient music, a term coined by musician Brian Eno, is a genre that is meant to allow for different levels of engagement. This may reach from ambient music being a background accompaniment in a given setting, to being the center of listener attention. This article will identify a type of game that can be perceived in a similar vein. Such a game offers ambient modes of experience: It allows to be experienced over varying levels of engagement and intensities of interactions. The term ambient game is relevant in this context since the music genre of the same name is referenced here. This article will present existing definitions of ambient games that identify parallels between the creation and perception of ambient music and various modes of experiencing digital games. Based on these findings, this article will propose three ambient modes of experience that represent the varying intensities of player interaction within the diegetic boundaries of games.
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Yoshikawa, Masataka. "Foreseeing the Future Lifestyle with Digital Music." In Selected Readings on the Human Side of Information Technology. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-088-2.ch011.

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This chapter aims to explore the future trajectory of enjoying digital music entertainment among consumers comparing the characteristics of the usage patterns of digital music appliances in the U.S. and those in Japan. As the first step of this research, the author conducted two empirical surveys in the U.S. and Japan, and found some basic differences in the usage patterns of a variety of digital music appliances. Next, a series of ethnographical research based on focus-group interviews with Japanese young women was done and some interesting reasons of the differences were discovered. In Japan, sharing the experiences of listening to the latest hit songs with friends by playing them with mobile phones that have the high quality, ring tone functions can be a new way of enjoying music contents, while hard-disk music players like iPod have become a de facto standard of the digital music appliances in the world.
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Yoshikawa, Masataka. "Foreseeing the Future Lifestyle with Digital Music." In Human Computer Interaction. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-87828-991-9.ch077.

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This chapter aims to explore the future trajectory of enjoying digital music entertainment among consumers comparing the characteristics of the usage patterns of digital music appliances in the U.S. and those in Japan. As the first step of this research, the author conducted two empirical surveys in the U.S. and Japan, and found some basic differences in the usage patterns of a variety of digital music appliances. Next, a series of ethnographical research based on focus-group interviews with Japanese young women was done and some interesting reasons of the differences were discovered. In Japan, sharing the experiences of listening to the latest hit songs with friends by playing them with mobile phones that have the high quality, ring tone functions can be a new way of enjoying music contents, while hard-disk music players like iPod have become a de facto standard of the digital music appliances in the world.
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Yoshikawa, Masataka. "Foreseeing the Future Lifestyle with Digital Music." In Information Communication Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-949-6.ch127.

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This chapter aims to explore the future trajectory of enjoying digital music entertainment among consumers comparing the characteristics of the usage patterns of digital music appliances in the U.S. and those in Japan. As the first step of this research, the author conducted two empirical surveys in the U.S. and Japan, and found some basic differences in the usage patterns of a variety of digital music appliances. Next, a series of ethnographical research based on focus-group interviews with Japanese young women was done and some interesting reasons of the differences were discovered. In Japan, sharing the experiences of listening to the latest hit songs with friends by playing them with mobile phones that have the high quality, ring tone functions can be a new way of enjoying music contents, while hard-disk music players like iPod have become a de facto standard of the digital music appliances in the world.
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Yoshikawa, Masataka. "Foreseeing the Future Lifestyle with Digital Music." In Information Communication Technologies and Emerging Business Strategies. IGI Global, 2007. http://dx.doi.org/10.4018/978-1-59904-234-3.ch004.

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This chapter aims to explore the future trajectory of enjoying digital music entertainment among consumers comparing the characteristics of the usage patterns of digital music appliances in the U.S. and those in Japan. As the first step of this research, the author conducted two empirical surveys in the U.S. and Japan, and found some basic differences in the usage patterns of a variety of digital music appliances. Next, a series of ethnographical research based on focus-group interviews with Japanese young women was done and some interesting reasons of the differences were discovered. In Japan, sharing the experiences of listening to the latest hit songs with friends by playing them with mobile phones that have the high quality, ring tone functions can be a new way of enjoying music contents, while hard-disk music players like iPod have become a de facto standard of the digital music appliances in the world.
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Köksalan, Bahadir, Umit Ferit Aldım, and Şahin Göğebakan. "Media Consuming in Children." In Handbook of Research on Children's Consumption of Digital Media. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5733-3.ch004.

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Media consuption is a term in “sociology” that describes the individuals that organize information on the basis of the use of produced goods, rather than on the axis of services and production. Mediums that fall under the scope of media consumption include radio, television, computer, mobile phones, newspaper, and magazine formats. The usage patterns and applications of these tools are internet, music, movies, games, etc. Among children between the ages of 5 and 8, those who do not use computers represent a small percentage of 10%. Even within this age group, a large majority know how to use computers. More than half of children under the age of 8 have played games and watched videos at least once via a smartphone, iPod, iPad or similar device. According to a US study, children spend about 9 hours a day on the screen. Besides this, despite all the options, listening to music and watching television for children and young people continue to be a favorite activity. This paper further explores the impact of media consumption on children's development.
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Smith, Gary, and Jay Cordes. "Introduction Surely You Jest." In The Phantom Pattern Problem. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198864165.003.0001.

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In October 2001, Apple’s Steve Jobs unveiled the iPod, a revolutionary hand-held music player with a built-in hard drive: “To have your whole CD library with you at all times is a quantum leap when it comes to music. You can fit your whole music library in your pocket.” Despite the $399 price tag, sales were phenomenal, hitting thirty-nine million in 2006, before being eclipsed by the 2007 introduction of the iPhone....
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Hentea, Mariana. "Broadband Solutions for Residential Customers." In Encyclopedia of Multimedia Technology and Networking, Second Edition. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch022.

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In recent years, home networking has undergone significant changes due to the proliferation of technologies that support converging consumer electronics, mobile, and computer networks. An increased number of networked appliances may assume a networked home with an always-on Internet connection. Home networks host a proliferation of linked devices and sensors including enhanced or new applications which can be categorized as follows: • Home automation and controls • Networked appliances • Mobile • Home/SOHO Office • Entertainment (audio, video, gaming, IPTV, etc.) • Personal services (banking, shopping, healthcare, learning, etc.) • Storage devices • Social networking • Local and remote management Broadband adoption has marked an increasing number of subscribers worldwide due to several factors such as increasing number of PCs in households, broadband access services, standardization, emerging technologies and applications, government policy, and market players. Japanese manufacturers are attempting to seamlessly interconnect wireless personal area network with mobile phones, whereby home network service could be controlled by remote users. Starting in 2007, ABI Research forecasts that converged intelligent home network services (home automation and networked digital appliances) will take off in the South Korean market (ABI, 2007). Home networking is evolving rapidly to digital home and smart home environments (MIT Project, 2007). Digital Living Network Alliance defines a digital home consisting of “a network of consumer electronics, PCs and mobile devices that co-operate transparently, delivering simple, seamless interoperability” (DLNA, 2007). The rapid developments are in all areas: devices, services, and access. Consumers have gone from using their home network primarily to share broadband connections delivering video and audio over IP around the home. Content management and service provisioning is key to offering entertainment services including personalization, context awareness, and positioning (Kozbe, Roccetti, &amp; Ulema, 2005). Networked consumer systems and devices, including network-centric entertainment systems, have become one of the major focus areas of the communication and entertainment industries (Rocetti, Kozbe, &amp; Ulema, 2005). The introduction of iPod device and of iTunes Music Store service brought digital entertainment into home. Other factors that contributed to this success include: • Advances of multimedia technology such as high-quality video and sound. • Advances in wireless communications and interactive applications taking nomadic entertainment experiences to new dimensions. • Compatibility among devices. • Increased revenue on game software and devices, surpassing the revenues achieved by the movie industry. In this chapter, an update of the chapter of the first edition (Hentea, 2005), we focus on recent advances and trends for broadband access and services. The rest of the chapter is organized in sections as follows: the next section contains recent enhancements of broadband access; then, we provide an overview of emerging services and technologies in one section, followed by a brief review of the standards in the next section. We conclude with a perspective on the future developments.
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Beer, David. "The MP3 Player as a Mobile Digital Music Collection Portal." In Mobile Computing. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch096.

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MP3 players are often described as music collections in our pockets or the pocket jukebox. Indeed, it would seem that MP3 players have significantly transformed music collections, music collecting practices, and contemporary understandings of the music collection. The MP3 player may be used to store, retrieve, and reproduce digital music files, and, therefore, it can be described as a portal—if we define the term portal as an entrance, doorway, or gateway—into these simulated (Baudrillard, 1983) mobile music collections. It is an interface between the human body and archives of digitally compressed music. This can perhaps be understood as constituting a kind of musical cyborg, a cybernetic organism, a hybrid of human and machine (Haraway, 1991). The MP3 player, in this hybridised sense, is a gateway into the digital, virtual, or simulated (Baudrillard, 1983) material cultural realm of music, a mobilised cyber-collection. The question then is what becomes of the music collection and the music collector when music shifts from the objectified disc and spool to the digital compression format and MP3 player portal? And, what are the social and cultural implications of the MP3 player portal’s increasing pervasiveness and embeddedness in the flows of everyday life? The purpose of this article is to briefly introduce and discuss these questions alongside some of the technical details of the MP3 player. This article aims to use the material and technical details and definitions of the MP3 player to open up a range of possible questions that may be pursued in future research in this area. I will begin by defining the MP3 and the MP3 player.
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Conference papers on the topic "IPod (Digital music player)"

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Bezerra, Daniel Filgueira, Filipe Calegario, Giordano Cabral, and Geber Ramalho. "MySoundtrack: a tool for personalized and adaptive music listening while playing games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19663.

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Adaptive soundtrack design for video games is an ever-evolving field of study: games that modify its music depending on what is happening around and with the player. Meanwhile, independent game developers struggle with composition of soundtracks, and adaptive soundtrack tools are not accessible to them, mostly because of their complexity. This forces most of them to collage soundtracks with permissive licenses they find online. Besides, there is a growing habit of players to mute the game's original soundtrack to listen to their own songs. This paper introduces MySoundtrack, an asset for Unity that allows the player to keep playing while listening to Spotify songs, chosen according both to the player musical preferences and to the intended emotions on each moment in the game. We review existing approaches on adaptive soundtracks, explain how MySoundtrack's prototype works and its design choices, and discuss future plans for the tool. Validation so far indicates interest and curiosity by game developers and players, indicating the relevance of the proposed plug-in.
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Husin, Nanang, and Achmad Nizar Hidayanto. "Influence Factors in The Fall of Music Industry and The Emergence of New Digital Music Service Player in The Digital Music Transformation - A Systematic Literature Review." In 2018 3rd International Conference on Information Technology, Information System and Electrical Engineering (ICITISEE). IEEE, 2018. http://dx.doi.org/10.1109/icitisee.2018.8720993.

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Koguchi, Hideo, Yasuyuki Tsukada, and Takahiko Kurahashi. "Analysis of 3D-Strain Singular Field Near the Corner of Si Chip Using Digital Image Correlation Method." In ASME 2013 International Technical Conference and Exhibition on Packaging and Integration of Electronic and Photonic Microsystems. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/ipack2013-73112.

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Portable electronics devices such as mobile phone and portable music player become compact and improve their performance. High-density packaging technology such as CSP (Chip Size Package) and Stacked-CSP is used for improving the performance of devices. CSP has a bonded structure composed of materials with different properties. A mismatch of material properties may cause stress singularity, which lead to the failure of bonding part in structures. In the present study, a strain singular field near inter-face edge in three-dimensional joints is investigated using digital image correlation method. A specimen which silicon chip was embedded in resin is used in experiment and tensile load is applied to the specimen. Photograph of specimen surface is taken before and after loadings by laser microscope. Displacement on the surface was evaluated by the digital image correlation method (DICM) using data of surface pattern on the specimen, which the cross correlation coefficients for surface pattern are maximized. Strain on surface of specimen is calculated by using the moving least square method. On the other hand, 3D element free Galerkin method is applied to compute the displacement and strain distribution in a three-dimensional model of the specimen. In the element free Galerkin method, the physical values, i.e., displacement, strain and stress, can be obtained by using the displacement data at node. In this research, strain distribution near the edge of interface is computed based on the element free Galerkin method. Finally, the strain distribution obtained by the digital image correlation method and the moving least square method is compared with that obtained by the element free Galerkin method. The intensity of strain singularity is determined numerically and experimentally.
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Huei Chou, Wen, Chung-wen Hung, and Ya-ling Ko. "Transdisciplinary design research of Homebound Seniors." In 5th International Conference on Human Systems Engineering and Design: Future Trends and Applications (IHSED 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004160.

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According to the World Population Prospects report released by the United Nations, the proportion of individuals aged 65 and above is expected to increase from 9% in 2019 to 16% between 2019 and 2050. This trend indicates a rapid increase in the elderly population, which poses significant social development challenges. Maintaining the health of the elderly is essential for their continued ability to contribute to their families and communities. The complex effects of aging, such as physiological degradation, memory loss, and diminished physical coordination, can significantly impact daily life, making it crucial to find ways to delay aging and enhance the quality of life of the elderly. Achieving this goal requires transdisciplinary collaboration among professionals.This design research project involved a transdisciplinary team comprising geriatric occupational therapy, electrical engineering, and digital design professionals who proposed a design solution for solitary older adults. The proposed solution is a multi-player drumming interactive device designed for home use, integrating virtual and physical elements with low technological burden on users. This interactive device combines various elements, including music therapy, interactive games, upper limb exercises, cognitive training, and social connection, among others.Transdisciplinary collaboration among professionals is crucial in addressing complex issues that require diverse perspectives and expertise. The collaboration between professionals in geriatric occupational therapy, electrical engineering, and digital design can lead to more comprehensive and effective solutions. However, challenges associated with such collaborations include integrating diverse knowledge systems, aligning different work logics, and incorporating different problem-solving approaches. The potential benefits of transdisciplinary collaboration include more innovative problem-solving and consideration of the needs and preferences of aging populations.In this study, digital designers studied game-based learning theories for older adults, interface design requirements, and their habits of using online courses. They collaborated with geriatric occupational therapists to investigate the interactive user needs and drumming course planning for older adults, while electrical engineers integrated the virtual and real operating interface to reduce the elderly's learning burden. The system enabled older adults to play online games with other players at home through a simple drumming game using Unity and Bluetooth connection technology. This not only helped to prevent muscle atrophy but also facilitated remote communication with other players.Experimental testing of the proposed design showed its suitability for future applications in the field of elderly entertainment. The study examined the effects of drumming on the upper limb muscles, cognition, and emotions of older adults, as well as the ease of use of the overall system structure for the elderly. Despite communication barriers due to the use of technical language and jargon specific to each profession and the need for team members to develop a mutual understanding of each other's work logic and problem-solving approaches, transdisciplinary collaboration offers a promising approach to addressing complex issues in geriatric occupational therapy, electrical engineering, and digital design.
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Reports on the topic "IPod (Digital music player)"

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Keogh, Brendan, Dan Golding, and Taylor Hardwick. Australian Music and Games 2023 Benchmark. Queensland University of Technology and Swinburne University of Technology, 2023. http://dx.doi.org/10.5204/rep.eprints.243139.

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Digital games are a global cultural force, of which music is a foundational aspect. Music is crucial for digital games to develop atmosphere, convey narratives, and frame player interactions. At the same time, digital games provide musicians exciting new opportunities to experiment with dynamic, adaptive, and non-linear music structures. However, writing, producing, licensing, and implementing music for digital games also poses new challenges to existing screen music practices and business models. This benchmark is the first ever investigation into the scope and scale of Australia’s game music sector. It reveals a great diversity of working arrangements, career pathways, and skill sets among game music workers. It exposes entrenched and emerging challenges facing the field that require a rethinking of conventional approaches, and identifies new opportunities for Australian game music to flourish and grow.
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